#MidiQOL

1 messages · Page 4 of 1

iron ocean
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Yeah

spice kraken
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Alright, give me a bit to make it

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Are you on v9?

iron ocean
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Sounds good man, yeah

spice kraken
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Okay, let's start small

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Can you get a stock create bonfire on your character

iron ocean
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Wdym?

spice kraken
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Delete the one on your sheet and re-add it so there are no changes to it

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Do you have the AA template macro imported?

iron ocean
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I believe so

spice kraken
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Go into your macros folder and see if you see this

iron ocean
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Yeah

spice kraken
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Cool

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Now in the bonfire go to item macro and paste this

if (!game.modules.get("advanced-macros")?.active) { ui.notifications.error("Advanced Macros is not enabled"); return }
if(args[0].tag === "OnUse"){
AAhelpers.applyTemplate(args)

}```
iron ocean
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And add ItemMacro at the bottom?

spice kraken
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Exactly

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With Before Active Effects as the dropdown menu

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Then create a temporary effect and edit it

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The only thing you are changing rn is the aura tab

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Match this

iron ocean
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Aight

spice kraken
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Now go in combat with the 2 people you wanna test with

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cast the spell and put the template next to the enemy, not on them

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And have the enemy walk into it

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Does it apply the active effect icon

iron ocean
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Yeah it does

spice kraken
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Perfect. Now give me a bit to automate the overtime effect. Keep in mind it will only apply when they enter it. So if they leave it won't stick

iron ocean
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Will it apply it if they stay in the same spot?

spice kraken
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As long as they are in the template they will have the active effect

iron ocean
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Perfect

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Will it do it immediately upon entering?

spice kraken
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I don't think so but I'm testing

iron ocean
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No worries thanks m8

spice kraken
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to make life easy, Imma make an advancement dice for this specifically

iron ocean
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Not using the above dice rolling?

spice kraken
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well you said it didn't work so might as well do this

iron ocean
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It didn't work in my automation

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Don't think I did it wrong but oh well

spice kraken
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I'll test both, but advancement is really easy to setup and reference

iron ocean
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I guess you could name that to cantrip scaling and use it for all of them

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That use a d8

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Yeah I really want to avoid that if possible but for now I'll use it

spice kraken
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I don't think we can use advancement so let me try the formula

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Overtime Effect turn=start, saveAbility=dex, saveDC=@attributes.spelldc, rollType=save, saveRemove=false, damageRoll=(1+floor((@details.level + 1) / 6))d8, damageType=fire, label=Take damage upon entering and/or end of turn

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Won't apply if they move in during their turn, the damage that is

iron ocean
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But as long as they stay? I am going to test this to see if the scaling is correct

spice kraken
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Correct

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At level 9 it did 2d8 for me

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If it doesn't then just hardcode it and make a note to update on level up

iron ocean
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Hmm it doesn't even apply the damage at all

spice kraken
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Let me dm you mine

iron ocean
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Definitely getting some pretty wacky errors

spice kraken
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Also make sure your scene is active

iron ocean
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Oh wait that matters??

spice kraken
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auras won't work if the scene isn't active and you're not in combat

iron ocean
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Ah well didn't know that

spice kraken
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Was your scene active while testing?

iron ocean
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Nope lol

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My test scene is generally never active

spice kraken
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Try after activating

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If it doesn't work use mine

uncut gate
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I have set the settings so when A targets B and attacks with something Attack and Damage are automatically rolled, and Damage is automatically applied.

But when it comes to AOE spells things go differently:

For example: Let’s say A shoots B with a fireball, I click to cast the fireball, I place the template, B is automatically targeted and attack and damage is automatically rolled. BUT then I get the message in chat, an option to roll dexterity save for A… instead of B for some reason. Even if I roll dexterity save (for A 🤷‍♂️) nothing happens afterwards.

How do I set it so that when spell is cast and creatures are targeted in AOE, THEY roll the dex save and not the ATTACKER for some reason.

spice kraken
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Is the fireball set to self anywhere?

uncut gate
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Hmm… I don’t know, I am gonna check it tomorrow when I get to my PC.

finite warren
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I have creatures with or similar to this:
The render makes a claw attack against each creature of its choice within 10 feet of it.

How can I make a macro for this where Midi can handle this as several separate melee attacks? I think the current function is to roll a single attack and check against all targets.

spice kraken
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Why not just click the attack button again from the chat?

finite warren
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It can hit creatures within 10', so there's a potential for a lot of targets there. Plus I'd be selecting a new target each time. Could be a lot of clickthrough each time this creature uses it's ability.

spice kraken
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The way I would personally do it is just target everyone and roll the attack once in this case. Makes it quick. But I'm sure someone here could make a macro for you

finite warren
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That's the default function yes. I'd normally not look to change it, but these creatures are actually going to be under control by players and we all agreed a single attack against each target seemed most fair.

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It rolling a single 1 and missing 10 times would kinda suck, for instance.

iron ocean
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Is there a way to put into an effect to subtract a d4 from a creatures next saving throw?

spice kraken
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Yeah.

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Any saving throw or a specific one

iron ocean
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A specific one, yes but also all

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So like -1d4 to all saves and -1d4 to dex, for example

spice kraken
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For all

iron ocean
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Oh beautiful

spice kraken
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data.abilities.dex.save

iron ocean
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Another question: would it be possible to give advantage on one characters attack roll on a target with an effect?

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I.E. true strike

spice kraken
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And then go into duration and set a special duration to expire when they make a save

iron ocean
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Beautiful, thank you

spice kraken
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Makes life easy

iron ocean
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Ah gotcha, that is fairly easy

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Another another question: I want to deal damage to everyone within 5ft of a character, how do I set up an item to do that?

spice kraken
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Look at how thunderwave is setup. Just make it so the range has special in it's last block so it doesn't target the caster

iron ocean
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Ah got it

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Let me take a look

iron ocean
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So it is template

spice kraken
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Yeah

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Make it a 15 ft cube that you put centered on the caster

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or 10 or whatever

iron ocean
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Is it possible to make it to where it automatically applies without a template?

spice kraken
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There have been times where I used a sphere of like 8.75 to make it work how I want

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Target people instead

novel gale
iron ocean
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I think this is it

spice kraken
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Try it

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Or 5 feet creature

iron ocean
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Yeah that does it

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Range is special for no caster damage

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Hope this helps you lol

violet meadow
# finite warren I have creatures with or similar to this: `The render makes a claw attack agains...

Create a feature as shown.

In the ItemMacro, copy paste the following, and make sure to change the name of the weapon that the attacker will use, if that's not "Claw": ```js
const item = token.actor.items.getName("Claw"); //make sure that you change this to the name of the weapon that the attacker will be using.
const mod = token.data.width;
const range = await canvas.scene.createEmbeddedDocuments('MeasuredTemplate',
[{
t: "circle",
user: game.user.id,
x: token.x+(modcanvas.grid.size/2),
y: token.y+(mod
canvas.grid.size/2),
direction: 0,
distance: 12.5+5*(mod-1),
borderColor: game.user.color,
fillColor: game.user.color
}]);
for (let target of args[0].targets) {
game.user.updateTokenTargets([target.id])
const roll = await MidiQOL.completeItemRoll(item, { workflowOptions: { lateTargeting: true } });
if(!roll) continue;
}
await range[0].delete();

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The macro will go through all the targets one by one.
If you cancel one of the targets, it should jump to the following one.
When the macro has gone through all valid targets, the template will be deleted.

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If you don't want the template to pop up at all, delete everything outside the for loop {}, except for the 1st line.

terse sundial
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Is there a compatibility issue with Midi and better rolls 5e rn? v10

violet meadow
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Not compatible at all.

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If Better Rolls gets a maintainer, tposney has said that he will try to maintain compatibility 🤷

novel gale
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I mean, better rolls Doesn’t work at all. So I guess there’s no need for compatibility

terse sundial
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better rolls isn't even showing up in my game settings menu. All I have active rn are midi, better rolls, and tidy sheet

spice kraken
violet meadow
novel gale
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BR and midi have historically worked fine together. At least 50% of the time

terse sundial
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Okay, I just am having trouble getting midi to automate with v10

novel gale
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Automate what?

terse sundial
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combat specifically

violet meadow
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There are some issues with hits and NaN that will get fixed on the next release

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Modifiers on saving throws and skills too

terse sundial
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no worries, im no pressing. Just wanted to make sure i'm not on an island. I've been using midi automation for a long time now. I feel like I've lost a vital organ wo it

violet meadow
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i feel you

spice kraken
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I'll just happily stay on my v9 island for months

terse sundial
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Yeah, might revert for the time being. If i've updated my modules do I need to revert that somehow

spice kraken
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If you backed up your /Data directory you won't need to since modules are in your /Data/modules directory

terse sundial
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okay, cool.

nova lark
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Hey is there a way to use a better calendar than simple calendar, or at least find a way to fix the concentrating so it actually drops after an hour? Concentration never seems to drop automatically from players outside of combat

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Im still on the most recent stable V9, i havent updated to v10 just yet

spice kraken
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Why not use simple calendar and small time

coarse mesa
nova lark
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I thought I did, but honestly at this point im not even sure

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I have about time and times up installed, just threw in about time after watching a tutorial but it hasnt done anything

violet meadow
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About time is only for niche cases that you need to programatically create events that will do something at specific times

coarse mesa
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Make sure this is on in your Workflow settings

nova lark
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Ahh, let me go check that then

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Yeah that is set to on

coarse mesa
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do you have Times Up installed? not sure if that's required anymore but I do have that going

nova lark
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But outside of combat it never drops off

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I do have Times up

coarse mesa
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hmm... it definitely works for us... non-concentration stuff too, like Shillelagh

nova lark
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the effect on the character in question is coming from dfreds convenient effects. I don't know if that matters

coarse mesa
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Do the effects show a duration?

nova lark
coarse mesa
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You might want to use DFreds Effects Panel, you can see how long each effect has remaining

nova lark
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Is that a seperate module or is that just something i can open up

spice kraken
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Set the duration in seconds to 3600 and see if that works

coarse mesa
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It's a separate module but really is so good it should come with convenient effects

nova lark
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Ah, i have it already

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Now i just gotta find where i open it

coarse mesa
# nova lark

I don't think concentration itself typically shows a duration.... just the effect that you're concentrating on should have a duration

nova lark
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Yeah, but the issue with that is that a lot of the times they will cast a spell like call lightning, or something similar and after the effect goes away, concentration stays

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I had concentration on acharacter for 2 weeks

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keep having to manually delete it

coarse mesa
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there was some issue with concentration not being deleted a few versions ago – is your midi and DAE up to date?

nova lark
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Setting duration to 3600 did auto delete it when i advanced time an hour

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All modules are up to date as of 2 days ago

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I wonder if it might not be that because concentration itself doesnt have a set duration that maybe i need to edit that effect itself. But i dont know where to open effect panel like you had said

coarse mesa
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if you open any item (spell/feature) there should be a tab for Effects

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edit the effect and check the duration

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or if they're all in Convenient Effects, you need to open them in there

nova lark
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in conditi0on lab concentrating does exist though

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when i enable concentrating as a convenient effect, it does not place an effect duration on the character

coarse mesa
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ah OK I'm out of my depth... I don't use CUB sorry

nova lark
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Ah

coarse mesa
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I do use Convenient Effects.... not sure if they play nicely

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But midi + CE does work for concentration

nova lark
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im using convenient effects, I just also have Combat utility belt

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I thought that it may have been calling on that condition, but it doesnt seem to

coarse mesa
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check this setting in midi:

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I'm not sure if CUB is getting in the way though

nova lark
coarse mesa
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The CE effects definitely have durations on them

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I would try disabling CUB and see if things get better

nova lark
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Hmm, then i wonder what exactly is causing the problem then

coarse mesa
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Just to rule that out

nova lark
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trying that now

coarse mesa
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It could be a bug in the latest midi... I'm a couple of versions behind

nova lark
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So disabling CUB did not work

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The effect from dfreds has no duration

coarse mesa
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Really? What happens if you manually apply a CE to a token? Does it have a duration?

nova lark
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using the convenient effects, and then trying to use the right click menu to add it does the same thing. No duration

coarse mesa
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I just applied Faerie Fire using the CE interface

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Your CE must be playing up

nova lark
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im seeing if this might make a difference

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Ok, i may have somehow fixed it

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I had a module called temporary effects as token statuses

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disabled that, went in casted a spell to see

coarse mesa
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oh yeah I binned that a while back, it was messing something up at our end too

nova lark
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had him cast his usual call lightning

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Yup, i think it was destroying my stuff too, though now i want to test if the convenient effects normal has that duration

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also, is there a hotkey i can deselect all

coarse mesa
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it's a shame because I do want that feature.... maybe it will be better in v10

nova lark
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i have a bunch of tokens selected

spice kraken
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Escape

nova lark
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Nope, not if they are targetted it seems

coarse mesa
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click + drag on the canvas

spice kraken
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Just target a single town and then untarget

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Token *

coarse mesa
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there's also this setting

spice kraken
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They're talking about targeting

nova lark
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Ahh, that fixed it, clicked a token and selected the target option

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I have a multi select target, i can hold alt to target multiples

spice kraken
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You can press t to target

nova lark
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I did not know that

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thats amazing

spice kraken
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You can do that on core though. Just hold shift and press t

nova lark
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learn something everyday

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So, if i apply the concentration effect via the convenient effects panel it does not have a duration

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but, thats not a big deal as now at least spells will go away

spice kraken
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You don't want to do it like that

nova lark
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yeah, i very very rarely have

spice kraken
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Let midi handle applying concentration

coarse mesa
spice kraken
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I'll still probably just do t t

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Or change the setting to untarget at the end of your turn

nova lark
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Omg, lifesaver Lukas

spice kraken
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Can't remember if that's midi, cub, or something else

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Next up?

nova lark
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Im probably going to keep that as a macro, just incase i have something that auto targets

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I do have next up, and it will do exactly what you said

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but if im not in combat, and i accidentally hit a specific key, that i donty remember which one itis

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it auto targets everything in my area im looking at

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Very very frustrating

violet meadow
coarse mesa
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I also have macros for target all allies and target all enemies if you want those... we came from Fantasy Grounds so were used to those buttons

nova lark
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This is my first VTT

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So im heavily learning all of it. Its even the first campaign i am dming, and its only the second campaign ive been in

nova lark
coarse mesa
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Probably giving a more elegant version than the one I got from #macro-polo lol

nova lark
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Just wanna say btw, yall are always helpful

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Thank you

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I do love all the capability of foundry and the modules. I'm waiting probably another week or so to update to the v10 stable. I just wanna make sure all my modules are updated and i can double check and save my current campaign with a backup

violet meadow
coarse mesa
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There are so many modules that are adding features and bug fixes to v10 only... really makes me want to upgrade. But there are some big ones that still aren't ready so must be patient

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Is Active Auras working ok on v10? stress

violet meadow
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nope

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there are PRs though already

spice kraken
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I personally don't see myself updating anything till my campaign ends, which knowing us will be 2 years

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Everything works how we like it so don't need to stress about modules being out of date

nova lark
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I feel that

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My party is on level 2 of DoTMM

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Its been about 5 months lol

rancid bloom
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I have Midi set up to do all the cool stuff with a target, so rolling an attack without a target just does... nothing but paste the card. When we're in a section where a formula needs to be used but there are no tokens (because there is no map), is there a way to force both an attack and damage roll? I can do the latter with ALT+CTRL+CLICK, but I need both.

coarse mesa
nova lark
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Oh boy

simple nova
nova lark
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Honestly thats pretty standard

simple nova
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not in any game I've played in.

nova lark
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You gotta go look at how fuckin big that dungeon really is. Including if you add in the extra dungeon areas

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DoTMM is HUGE

coarse mesa
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We're 10th level now... we took a side quest to do Demon Queen Awakens (to really take Foundry for a spin)... now I don't really want to go back to DotMM lol

nova lark
simple nova
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oh wait nvm you're talking about mad mage not character level

nova lark
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Like thats just level 2

simple nova
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Disregard

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Yea I've never had a party get off level 1 with out losing someone.

nova lark
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Really?

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We are at level 2 right now and honestly they havent even gotten close to dying

simple nova
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Usually it's the intellect devourers

coarse mesa
simple nova
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Sometimes it's that cursed heart

coarse mesa
nova lark
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Ahh, see i have too many chars with int

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Party consists of a warlock turned blood hunter by way of some secret dealings with the fey. A dracobold paladin, an aasimar tempest domain cleric, tabaxi way of the long death monk, and a goblin bard npc they hired college of lore

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paladin is an oath of the crown as well. So all around a very fun party

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I was hoping they would take one of the other hired npcs I made, but they loved the chaotic goblin

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I found a class I really love the concept for, the juggernaut class. And made a warforged around it

tepid dock
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Hey peeps, using DND5e. Is there a way to use flags.midi-qol.OverTime as a self buffing use? I wanted to make a charged ability that gains XdX per round the item has been charged. I kind of see how it could be used in that way, but not sure if the damage addition would work well, any thoughts?

spice kraken
tepid dock
# spice kraken Can you give a more detailed example?

Sure! I got a cannon, that when charged, will add 1d12 damage to itself for each round charged, and after X amount of rounds up to a max of 5, it can unload the entire barrage. So potentially doing anywhere from 1d12 - 5d12

tepid dock
spice kraken
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Make 1 overtime effect for it at 1d12

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Then in the details tab of the active effect, change stackable to this

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You'll just have to roll the feature every time you want to add it

tepid dock
spice kraken
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Probably with a macro

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You could always move the feature/spell that gives this bonus to the macro bar

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Just make sure target is self

tepid dock
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Ok, thanks dude! I appreciate it

spice kraken
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game.dnd5e.macros.rollItem("Your Item Name Here")

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Someone smarter than me can make the macro to limit it to stop at 5 runs

tepid dock
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Will it dump all the additional damage if the target has more than 1 type of attack?

spice kraken
#

dumb?

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It really depends on the flag you use. So say you use the mwak flag, ALL melee weapon attacks will get this bonus

tepid dock
orchid hound
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@tawdry sail by change item type, what are you referring to?

tawdry sail
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So say I had a spell item that I want to have a DAE effect applied to. I want to have a hook that looks at the item ahead of time during the preItemRoll hook, to see if the effect exists on it.

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If it doesn't exist I want to add the effect, which involves removing the item and recreating item. I want to edit the workflow to 'point' to the new item after that

celest bluff
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Unless you're looking for a different active effect

tawdry sail
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I see. Is there any hook I can use to check before an item is used to see if the item needs to be 'remade' with an active effect on it?

celest bluff
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Sure, you could write a world script to do this, but it'll complain about all items except the ones with active effects

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not every item needs an active effect

kind cape
tawdry sail
violet meadow
#

With matching names

tawdry sail
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I am trying to combine this with some other automation I did with animations of spell effects ^^

spice kraken
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You can do that too with automated animations by making templates

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That's how I have my game setup

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Even with token magic fx

tawdry sail
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Yeah so I am using automated animations. I'm effectively combining multiple modules with my own. I have a large repo of macro based effects and I generate an AA config for that. I then want to combine that with the DAE stuff too (as currently my dae animations require manual setup)

celest bluff
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guess your best course would be to make 2 item versions, then you can grab the json for the completed version. You can modify items unedited version with parts from the json schema on the fly. However every time you refresh that data is gone. It's also going to slow down your performance each time you need to tack on that data again. I'd say just make a master item compendium and keep that up to date. If you DDB importer you can set the DDB items to be it, each time you import a new character, you can set to auto grab from that.

tawdry sail
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That makes sense. Part of my reasoning for this was that I noticed my DnD groups was often sourcing their spells and items from multiple different locations and such. I wanted to make a module that works for everyone out of the box and in the background. Just a thing the DM can toggle on/off in the module settings.

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Example there is if someone used 'Blade Ward' it wouldn't matter where it came from, it would still end up with the correct active effect

violet meadow
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Yeah I think that a master compendium makes sense. If you spend the time making it once, they can use that then to drag the items on their character sheets

tawdry sail
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I'm worried about getting it working for things that are unique so some books though. I don't want to accidentally copyright infringe.

celest bluff
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You could however write a world script to check the item vs what's in your master compendium and if they don't add up. copy over it

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You only gotta worry about copyright stuff if you intend to publish or resell any parts of it

violet meadow
celest bluff
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else it's what you do on your server is your own business

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even when streaming it on lets say twitch or youtube

tawdry sail
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If I have only the DAE effects and the names, would that cause any issues?

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Because if that is allowed, then I can publish that with a script that would combine the effects with the items they have made themselves

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Something that would merge the entities they have obtained from elsewhere

violet meadow
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I think the full description being present is where the check for copyright is made (and name)

tawdry sail
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So you mean the name is included in something being disallowed?

novel gale
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There’s no check for copyright

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You can import the full text an ability from DDB with no issues.

violet meadow
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I don't mean that Foundry software checks or something like that.
You can import from DDB stuff you own or someone has shared with you

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But if you want to publish a module with something that is not included in SRD and provide full description and names you are at fault

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At least that's what I gathered from around here 🤷

tawdry sail
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So it's latter bit I am confused by. Is it if you publish the description and name, or just the name? Ideally I'd like to be able to put the names of certain spells into a json object. Something I can use to map an effect object I have made to an item that someone already has imported.

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I can't think of any other identifier other than a name

violet meadow
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You probably need to ask foundry staff to clarify that.
I cannot say and not something that can be solved in #1010273821401555087 as many of the mods that would be able to help might not follow here all conversations

tawdry sail
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Yep, sorry that got a bit off-topic. Thank you guys for your help though. I've decided that I've going to use the updateItem and createItem hooks to handle my effects. I just need to watch out for infinite recursion 😬

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There is a degree of irony of going through all of this when 80% of what I want is already handled by the midi-srd compendium ^^

orchid hound
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you can make what ever you want, with full description, name and all that, as long as it is for your own use and do not distribute it.

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the name is of things like spells or feats or whatever are copyright protected, and you would not be able to use those in a module you wish to distribute, unless they are in the SRD

violet meadow
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Here ya go.
Import the .json attached for the Aura of Fury feature.
(Save locally the attached file, create a new Item in the Foundry sidebar, right click it and import the .json)

#

Then create a script macro in your hotbar or macro folders, name it AuraOfFury and copy paste this ```js
const effectName = "Enraged"; //change this to match the effect name you created in DFreds CE.
if (args[0].failedSaves.length) {
const targetActor = args[0].failedSaves[0].actor;
const uuid = targetActor.uuid;
const hasEffect = targetActor.effects.find(eff=>eff.data.label === effectName);
if (hasEffect) await game.dfreds.effectInterface.removeEffect({ effectName, uuid });
await game.dfreds.effectInterface.addEffect({ effectName, uuid });
}

#

Before dragging the item on the character sheet, go into the DAE and change the aura radius to match the one you want. I made it 15ft and forgot to change it.
(and for duration set it up in the DFreds CE as well)

solid mountain
#

Something I've been thinking about for a long time is if there is a better way midiqol could help with dual wielding and "off-hand" attacks in 5e. Just thinking potential improvement. In my own case I've built a pretty fancy macro that solves it, but I thought maybe midi would be able to handle it better.

If an actor who dual wields with the feat there are three potential ways to attack.

  1. "Main Hand" attack damage (weapon damage + ability modifier)
  2. "Off Hand" attack (only weapon damage)
  3. "Two Hand" attack (versatile damage + ability modifier)

The problem basically turns up if the player dual wields weapons with versatile, since it gives three options and not two.

violet meadow
#

But in the end you can/are gonna/may have different weapons for main and offhand, so why not change the damage formula accordingly?

solid mountain
solid mountain
#

Having two items for each weapon would clutter the inventory quite a bit.

violet meadow
#

I can think of a macro that the player can run, choose main and off-hand weapon from a dropdown menu in a dialog and it should auto-change them accordingly

violet meadow
#

I love the icons!

solid mountain
#

🙂

violet meadow
#

Is this to make an attack?

solid mountain
#

Yeah, this is if it melee.

#

This is if ranged.

#

My macro works pretty well, but it's pretty agressive on the back end.

violet meadow
#

I meant more like when the player wants to change up what they use as main and offhand, fire the macro, choose main and offhand weapons from the list of available and/or permitted weapons and mutate them to deal the right damage.
And will keep on using them until they revert the changes or pick others

solid mountain
solid mountain
#

Like a "what am I wielding" sort of macro?

violet meadow
#

Yeah, Off to battle, pick your weapons and just use the items normally as they will have the correct damage formulas set, (warpgate involved) and when the player decides that they had enough, Revert the actor back to get the normal weapons damage or use the macro again to choose different ones

solid mountain
#

Yeah, that would take some work and thinking. But I like the idea.

violet meadow
#

I will take a quick stab at it 😅

#

I don't like hotbar macros that much, as my players keep messing them up, so I will make it happen when you roll the Dual Wielder feature.

solid mountain
#

I agree completely.

#

I guess the only problem with that is that it won't work unless you have the feature (you techically can dual wield without it)

#

But then the versatile problem probably wont show up.

violet meadow
#

Hmm can be expanded as a general feature Dual Wield that has some extra options for second weapon when the actor has the Dual Wielder feat on the character sheet!

#

The more I think of it it might make sense to have a weapon loadout kind of macro, that you can choose with what you want to attack and make the appropriate changes 😅
(and equip/unequip shield...)

Why do I keep digging myself into this holes

solid mountain
#

Yeah, you really are onto something almost moduly here. 🙂

#

"Loadout"

violet meadow
#

Well now, it started small 😅

solid mountain
#

Hehe.

#

But ignoring the armor and all the other stuff on this.

#

The basic Idea of choosing what you hold in your hands is a great one.

#

Either through a macro, or a module hud solution.

violet meadow
#

OK the first part is working! Now to make it more robust 🤔
Anyways got meetings and I am already late 😅

solid mountain
#

Wow, that was quick!

tepid dock
#

What system is this for and how do I get my hands on it!?

solid mountain
#

Hehe, 5e.

#

This is just one of those brainthings that latches on to @violet meadow s brain and he turns it into magic.

#

I look forward to seeing it too.

tepid dock
past hearth
#

Hey, guys!
Tell me plz what im doing wrong.

My target have 15 AC, player hits 17. Mod tells that this is a miss. Why?!

#

im using Foundry v10

tepid dock
swift kettle
#

hello there, I believe MIDI might be drunk I just missed on a 25, but hit on a 19 ^^
no idea on why

novel gale
#

Known issue, fixed in the next version

#

That next version hasn't come out yet

swift kettle
#

ahhh okay, happy that im not crazy ^^

olive nebula
#

Hello, Someone have an example for this option in Midi-qol? Auto target for ranged spells/attacks If the item specifies a ranged target with a target type of creature/enemy/ally then all tokens within range of the caster will be auto targeted when the effect is cast. “enemy/ally” are enemies/allies of the caster.

novel gale
#

Sorry, what kind of example are you looking for?

olive nebula
#

I don't understand what it does

#

If I cast magic missile. It will auto target every token in front of me ?

novel gale
chrome gale
#

I have a resource on a player called "tally" (its resource 2). Every time they make a kill with a specific weapon, I want the tally to increase by 1 (to a maximum of 5).
I've been suggested the only/best way would be some kind of onUse macro?
(I originally asked in macro polo, but was told I should ask here instead haha)

celest bluff
chrome gale
#

or do you mean a world script, with an onuse trigger of some sort?

celest bluff
#

well if it's only for 1 player and 1 item doing it, then on use is fine

#

suppose you could do an damage bonus macro to handle it

chrome gale
#

yeh its a special ability im homebrewing for a player. They are collecting souls with their scythe. Thought it sounded fun.

celest bluff
#

ah I have that setup in mine

chrome gale
#

but they needd to get the 'killing blow' with the scythe

#

which is where I hit a wall lol

celest bluff
#

adds a number based if the creature has a soul or not to be collected

#

In this case my player has a large hammer to squish thing

chrome gale
#

that would be a cool addition if I could add that it only works on like... humanoids/beasts/etc

#

but I suspect thats additional complexity, especially as I don't even have the basic premise working yet haha

celest bluff
#

I have macro'd to filter out undead and fiends

chrome gale
#

is this something you have on your patreon already?

#

cos I have that

#

(I'm way behind on getting your new spells, I keep getting email updates judging me)

celest bluff
#

no it's not

#

lol yeah I did release a few updates the other

#

none of my stuff has been updated for v10 yet

chrome gale
#

between you and ASE I have most of my complex spells covered now which is great

#

Except yours are mostly "exists, but I need to actually make some time to copy them across" lol. I may do that tonight actually

#

but yeh, did you do the souls thing using a world script or an onuse?

celest bluff
#

on use, i'll send you it

olive nebula
#

If you don't mind, I setup the automation I want regarding save dc. But is there a way to not have a "delay before rolling for player" I have sometime an Issue where the player add the damage manually on top of the auto damage after the delay. I don't know why sometime the roll for the save isn't register by midi-qol. But it could be an issue with dndbeyond.

solar gyro
#

Hey all, I'm trying to basically copy the cloudkill spell and turn it into a feature, then tweak details. (my end goal is the 10th level Circle of Spores feature: Spreading Spores). For the life of me, I can't figure out the nuances of the Item Macro. anyone want to assist?

#

I think the cloudkill that I have is a result of importing the spell through MrPrimate's importer, but it works perfectly. can cast in another area, is an aura (so automatically applies itself or removes itself while in the template), only triggers at beginning of turn or upon entry to the area.

#

I would just straight "duplicate" it, but i wanted it to be a feature, not a spell...

neat herald
#

Hi guys ! my Midi QOL won't work (stops any rolls from entering chat), and I have these compatibility errors since I updated to V10. Here's the error when I activate midi QOL in console:

I'm wondering if it's my socketlib that's screwing up ? Or if I'm having migration problems.

Without midi QOL, I get normal chat prompts, but with Midi QOL activated, nothing happens when clicking in sheet to roll any attack or item.

Thank you !

violet meadow
neat herald
#

By overtime effect, do you mean an active effect like a condition, for example stunned (with Convenient effects)? Sorry for my ignorance !

violet meadow
ocean dome
#

Heyo, is there a way to stop midi from removing damage buttons on unresolved attacks?

#

Trying to queue up multiple attacks before resolving damage, and that happens.

#

I have "remove chat card buttons after roll" set to off but that doesn't seem to be it.

spice kraken
#

Are you on v9 or v10

ocean dome
#

V9

spice kraken
#

Can you export your midi settings and dm them to me

ocean dome
#

Will do

spice kraken
#

Damage stays for me

#

Just click the bottom one

ocean dome
#

Are you rolling the damage before making each new attack?

spice kraken
#

1 sec, I'll show you

ocean dome
#

Ah I get what you mean.

#

Not quite what I'm trying to do

spice kraken
#

Can you elaborate on what you want

ocean dome
#

I need players to make a set of attacks and resolve the damage after all the attacks are made.

#

So, 2 attacks from the fighter

#

And then we resolve damage

#

So effectively the only issue I have is that the button to roll damage no longer sticks around if I roll the same item/spell later

spice kraken
#

Ahh, idk how to do that

ocean dome
#

Was wondering if that's just how midi works, or if I'm missing some settings

spice kraken
#

It might be how midi does things

ocean dome
#

Damn, can't have everything I guess 😄

#

Thanks for trying to help out anyway!

spice kraken
#

Someone else may know of a way though, so don't give up hope yet

novel gale
#

There isn't a built in way to do that

gilded yacht
# ocean dome So, 2 attacks from the fighter

If it's the same item then what you want can't be supported currently. Midi keeps a single workflow per item, so when you roll the next attack for the same item, the first workflow is removed.

ocean dome
#

Gotchya, cheers!

nova lark
celest bluff
nova lark
#

I think its technically based on that, but its in midiqol items.

#

one of my players has this that they managed to get from a boss

celest bluff
#

Ah looking at it, there's a bunch of things I would enchance on it

nova lark
#

?

#

What would you do

celest bluff
#

Add in the exclusion to auto kill itself
add a dialog start of the turn to ask them if they want to spend their turn removing it.

nova lark
#

Oooh, i do like that. How exactly would i go about that?

celest bluff
#

also I would also change up the way it hooks, I would use the active effect already on them

#

instead of adding some random hook which could stay on them

nova lark
#

Thats the current script attached

celest bluff
#

I would create another entry there and use SetProperty on it

#

On the "each", you can set a promise dialog

#

in the "on" you'd get their type, then add in a kill if it meets it.. getting the active effect id and removing it

nova lark
#

I'm a little lost to be honest, would you be able to join a vc and show me? or help me set this up

celest bluff
#

sure

chrome gale
#

So, I thought the 'other' field was the way to make magic weapons do their bonus damage? eg. flametongue weapon would have a normal damage of 1d10+mod, and then the 'other' field would have 2d6[fire] to roll the extra fire damage?

#

but midi doesn't seem to like that, so I'm not sure how I'm meant to do it haha

spice kraken
#

Sure it does

#

Just check also roll other

#

or put it in the regular damage bonus

chrome gale
#

oh can it not be done as a manual roll?

#

oh... actually I think I prefer it inline

#

as that opens up some flexibility on the versatile damage for this custom weapon

#

will midi handle the immunity/resistances etc for multiple damage types in one line like that?

spice kraken
#

Yup

chrome gale
#

ah, that didn't work

#

it made the whole formula fire

spice kraken
chrome gale
#

not just the final part

spice kraken
#

Can you show the damage formula

#

Ah you're right

#

Use the other field then

chrome gale
#

damn thats a shame

spice kraken
#

What's wrong with the other field

chrome gale
#

well on this particular weapon, I only wanted the bonus damage to apply on the normal damage, not the versatile

#

which is why I was using 'other' as a manual button press. but that doesn't work

#

if I turn that option on in midi, then it'll apply to both normal and versatile (I assume)

#

I'd considered trying to do it via DAE but that would also apply to both normal and versatile so that doesn't help

spice kraken
#

Then I would make it 2 weapons. One with the fire damage in the other field and no versatile damage, and the other that is just the versatile damage

chrome gale
#

yeh, that's what the weapon is already set up as. I'd been trying to tidy it up into one weapon

spice kraken
#

I'm sure someone in #macro-polo could make something for you

sudden crane
#

@chrome gale
Maybe with an activation condition that checks that the roll is not a versatile one,

#

This way you could put the extra damage in the other formula

#

I think that :
!workflow.isVersatile
Would do it

chrome gale
sudden crane
#

In activation condition

spice kraken
#

Well they want it not versatile

sudden crane
#

That why I put a ! …

chrome gale
#

where's activation condition as a field? I've only ever seen the term in the 'required for effect activation' tickbox (which I've never used lol)

spice kraken
#

Top of the details tab

#

well near the top

chrome gale
#

ahh by actvation cost

#

so ... that, plus the ticked box, would mean DAE effects would only apply if the damage is not versatile?

#

if so, that's very clever, and opens up a bunch of things, I didn't know you could restrict dae effects like that

spice kraken
#

No, don't tick also roll other

chrome gale
#

no sorry I mean the ticked 'true required for effect activation'

sudden crane
#

The activation condition is used to filter active effect applied or other damage applied

spice kraken
#

You don't need to tick anything if you have your midi settings to check for that

sudden crane
#

There is also a setting in midi to use the activation condition for other

chrome gale
#

ahh yes I see it

#

hmm... it didn't work, it still rolled the 'other'

spice kraken
#

Probably isn't a correct activation condition

chrome gale
#

the only reference I can find is in the midi changelog

Put back rollOptions in the arguments passed to onUse macros and added isVersatile.
spice kraken
#

I would ask in #macro-polo for a macro to only add fire damage in the item macro of the item if it's non versatile

chrome gale
#

I haven't been able to find any examples of any activation conditions, is there not a wiki or something for them? they seem quite useful

#

even if not for this specific case

chrome gale
#

It's too late to start a macro polo conversation now as I need to sleep, so I'll just leave this here for now in the vague hope someone might have some inspiration for me :

If anyone knows the right syntax for an activation condition for - weapon damage roll = not versatile - please let me know 🙂

spice kraken
#

you mean not versatile

chrome gale
#

well yeh, that too.

spice kraken
#

@proper burrow flags.midi-qol.advantage.skill.acr | custom | 1

proper burrow
#

It worked flawlessly, thank you!

#

Is it possible to add context notes on certain rolls via Active Effects?

spice kraken
#

How do you mean

proper burrow
#

umm so

#

idk if context notes on rolls are a thing in 5e foundry

#

but in pf1e foundry the chat message for a roll often contains context notes

spice kraken
#

So something like this?

proper burrow
#

yes as long as that comes in the same message with the roll

spice kraken
#

Let me test

proper burrow
#

actually, i think the 'flavour' section of any message might work for this

spice kraken
#

Is this advantage on acr a permanent thing or temporary

proper burrow
#

temporary

spice kraken
#

Homebrew or dnd feature?

proper burrow
#

but thats not the context note i want to apply

#

feature. bladesong

spice kraken
#

Oh I know, I'm just wanna make it the way you have it

proper burrow
#

the context note i want to apply is the + int mod on con checks

#

to maintain concentration

#

con saves sorry

#

cuz you cant just apply it to all con saving throws

spice kraken
proper burrow
#

oh wow theres a concentration save varibale

spice kraken
#

I can explain how to get the notes quickly in a voice chat if you want

proper burrow
#

lovely

#

cant do voice rn im in a meeting lmao

spice kraken
#

Can you listen along while I talk and screenshare?

proper burrow
#

nop, only got one headset and its connected to the work laptop

spice kraken
#

All good

#

So this is how I would do it

#

Do you have the module convenient effects?

#

And dfred's effects panel

proper burrow
#

um i dont know, this is a game hosted by someone else not me

#

i'd want the context note to go here

spice kraken
#

It would be its own separate box

proper burrow
#

oh

#

is it not possible to put it in that particular section?

#

on rolls

#

they're basically tags right

spice kraken
#

You'd have to edit the requirements part of the item

proper burrow
#

ah okay

spice kraken
proper burrow
#

is it not possible to add a new box in that section?

#

i see

#

but what if i want every con save roll to have this text at the bottom while the effect is active?

spice kraken
#

I don't know of a way. But if you create the active effect from convenient effects and have the effects panel module, once you click a token, you can see the description (that you put or that was put by dfred) in the top right

proper burrow
#

oh okay

#

i'll have to ask my dm about this

spice kraken
#

The chat effect will pop up on when the effect is first applied and when it is removed

proper burrow
#

one last question if you dont mind, where on the sheet do i roll a concentration save from, specifically?

spice kraken
#

Don't think you can. Now I went to heavy automation from the get go but you'd want a requestor module. I use let me roll that for you paired with fail-save-lmrtfy-midi (this one adds an option to fail any requested check with a value of -1) or one of the monk modules (idr which)

#

Then if the target is concentrating and is damaged, they'll be asked for a concentration check

#

So if you're testing if the advantage is working

#

Just subtract a bit of hp while the token has the concentration effect on

proper burrow
#

ah

#

okay ill try that

#

i think the dm has some module for auto concentration checks while damaged

spice kraken
#

I know it works in my game since one of my players is a bladsinging wizard

#

midi prolly

#

Unless they are using CUB for that but idk why you would

#

do you have gm level permissions

proper burrow
#

nope

spice kraken
#

Well you can test it's working with what I mentioned above

proper burrow
#

yea im checking

#

also um is it possible to have the effect toggle on automatically when i press the button for the feature

spice kraken
#

If the midi settings are setup right, then yeah

proper burrow
#

cool i'll ask my dm

spice kraken
#

You can test it quickly

#

Add the active effect for bladsinging

#

Just make sure this is unchecked

#

And make sure the target is self

#

Then just roll it and see if it works

#

Otherwise the dm needs to change the midi settings

proper burrow
#

alright let me do that

spice kraken
#

I use this option in the workflow settings

proper burrow
#

im not seeing the Target section

#

and workflow settings is inaccessible for me cuz im not the dm 😦

spice kraken
#

Target section is in the details tab of the item

#

Not the active effect

spice kraken
spice kraken
proper burrow
#

oh okayyy

spice kraken
#

lmk if that works

proper burrow
#

didnt seem to work

spice kraken
#

Looks like you'll need to change midi settings then

#

But let me test it real quick on my end

#

Export your item and dm it to me

proper burrow
#

how do i export the item

#

also i cant change midi settings

#

have to talk to the dm about it

spice kraken
#

Yeah I know. Just letting you know for future reference

#

To export, drag the item to the items tab on the right, right click and export

proper burrow
#

user lacks permission to create items

#

xd

spice kraken
#

lol, your dm doesn't want y'all doing anything

#

guess you'll just have to wait

proper burrow
#

yea

#

ill ping him about it

#

thanks a llot for your help

spice kraken
#

Or just tell your dm to join this disc and we can help him set it up

proper burrow
#

ill ask

hybrid heart
#

Hi guys, using QOl's over time and DAE can I setup a charmed condition to affect a character 2 rounds after an attack?

violet meadow
hybrid heart
hybrid heart
#

Like a chain reaction. Or would that be too complicated?

violet meadow
#

Will need a DAE effect with a duration of 2 rounds and when it gets deleted a macro will trigger the save or charmed

#

It's easy enough but I am on the move now

hybrid heart
solid mountain
#

@violet meadow
Nope, it's not there to begin with.

violet meadow
#

Ah the top part of the screenshot is without midi?

solid mountain
#

Yeah.

violet meadow
#

Damn I remember a setting for something similar. I will take a look when I am home.

#

Or was it in tidy5e what I am thinking off?

solid mountain
#

There is a setting for show details, but that doesn't change it.

#

Neither does the merge.

solid mountain
#

Might be a bug I guess.

#

Maybe should wait for the new version before posting a bug

opaque current
#

You're not running any other roll mods are you

#

I remember seeing this before and I think it ended up being a classic Better Rolls bug.

#

Also I only just found the misc setting for moving the roll formula to the tooltip. My cards are so damn clean now.

spice kraken
opaque current
#

Also I appreciate that the meme is updated for RSR but hopefully we don't need to include BR since it is kill.

molten solar
spice kraken
#

I'll need another movie to make it off of, haha

#

Maybe Sandlot?

molten solar
#

The Ghostbusters reboot?

spice kraken
#

Ooh, put the reboot and the original together!

molten solar
#

Put the two together like a movie poster with BR crying in a corner in the back

spice kraken
#

It'll be the trashcan, haha

molten solar
#

or that "they don't know" meme

opaque current
#

No it's perfect because in the reboot one of them is a ghost

#

That's BR

#

👻

neat herald
spice kraken
#

What are you trying to do?

neat herald
spice kraken
#

V10?

neat herald
#

yessir

spice kraken
#

Ahh, then I can't help. Stayed on v9 so everything wouldn't break

violet meadow
violet meadow
#

OK this seems to be an issue with OverTime effects being present when in combat

#

Are you currently in combat?

stoic seal
#

Hey, not sure where to ask this but I’m trying to make a custom effect that when placed on a creature, players who target and attack it gets a +1d4 to the attack roll. Not sure what I’m doing wrong but it doesn’t seem to add the d4 to the roll

neat herald
#

Oh, without combat active, and testing with a Hero in compendium, midi qol auto rolled !!

#

@violet meadow

violet meadow
#

Yes

#

You have on one of the tokens an Overtime effect probably

#

One like a Hold Person

#

or something like that

neat herald
#

Where can i check that? Cuz in conditions and DaE, there's nothing

#

maybe an aura or some shizzle?

violet meadow
#

So for the tokens on you map, did you check their effects tab in the character sheet and had nothing?

#

Do you have an aura in place on a template on the map maybe?

neat herald
#

Yep paladin has an aura

#

which was kinda bugged after migration, other pcs had it without being within 10ft

#

I'll double check. Now I know it's my actors that have a prob.

violet meadow
#

Active Auras are not v10 compatible (yet)

neat herald
#

Desactivated it but maybe something is still up with it..

#

At least it works with other actors. There is hope ! thank you so much

violet meadow
#

I would disable ActiveAuras from module least for now

neat herald
#

Update: without combat active, even with tokkens that have the aura still on, midi qol will roll

violet meadow
#

Yeah it happens when combat is active only as far as I could see

neat herald
#

ok so still related to conditions/effect/overtime?

violet meadow
#

Think so. v10.0.8 MidiQOL just dropped

#

Can you update and check again?

neat herald
#

in-fucking-deed!

#

thanks for your help man !

#

Out of combat is fine. In combat, Midi Qol wont roll anything.

#

I will try removing all effects.

stoic seal
#

Been trying to get this work when the creature is targeted for the attack but it doesn't roll the extra d4? Any suggestions?

neat herald
violet meadow
#

Yeah manually delete all the auras from the tokens

neat herald
#

even in a different map, with the Hero alone, wont roll. Should delete all auras even then?

violet meadow
#

Make sure that no Active Effects that touch upon saving throws are present in any actor that is currently in an active combat.

#

It can be from an Aura or on the actor itself as an applied Active Effect.

As you said that you had an Aura of Protection or something, if I understood that correctly, so make sure that all who where affected by it don't have it anymore

spice kraken
#

It should work

#

But use Add, not override

stoic seal
#

Thank you

#

Been wondering why I didn’t see the dice roll

solid mountain
#

Now that the latest version of midiqol is released. Is anyone else noticing that the footer is missing from rolls?

#

(in the screenshot the first roll is without midi, the second with)

#

It seems the footer is actually empty.

chrome gale
#

Might anyone know the syntax for an activation condition that only triggers if the damage roll was not versatile?

Or if there's any kind of guide or list of activation conditions, that would be handy

violet meadow
# chrome gale Might anyone know the syntax for an activation condition that only triggers if t...

In the readme (link in the pinned up top) you will find info about acceptable activation conditions.
It can also evaluate parameters of the workflow.
I would suggest creating a simple script macro js console.log("Actor onUse args", args); console.log("MidiQOL workflow:", MidiQOL.Workflow.getWorkflow(args[0].uuid)) and call it as an Actor onUse nameOftheMacro | After Active Effects
Then you can check what is passed as args on Use and the actual MidiQOL workflow.

And to actually answer your question, I think a workflow.isVersatile should do it

chrome gale
violet meadow
#

case sensitive

chrome gale
#

Though I didn't have an onuse macro set up

#

Umm.. I know I had isVersatile correct, can't remember if I had a capital for work flow. I'll check in a minute. As I want it to not be versatile I also had it as !workflow.

#

Though is there also a workflow.isNormal ?

chrome gale
#

Oh I see what the macro is for, clever, ill do that for future reference

violet meadow
#

I am trying to figure out when it isVersatile returns true.
I can see also a workflow.item.isVersatile that is true when there is a formula in the versatile field

chrome gale
#

I did wonder at one point if the flag was saying the weapon was versatile

#

Rather than the damage roll used was the versatile one

#

Which is two different things (one is not very helpful lol)

violet meadow
#

Probably it needs for the damage to not be auto rolled 🤔 checks

chrome gale
#

I currently don't auto roll damage

#

I was going to turn that on for the next game though, but I guess I won't if it causes issues

hybrid heart
#

@violet meadow So I tried setting it up with an over time stack that beyond 2 stacks it will trigger a save and charmed but I bungled pretty bad.

sudden crane
violet meadow
#

Give the effect a duration of 2 rounds and use a DAE with macro.ItemMacro
The ItemMacro itself can be something like```js
if (args[0] === "off") {
const lastArg = args.pop()
const uuid = lastArg.actorUuid
const origin = lastArg.origin //<= Dont know if that is 100% correct so check it out
const targetActor = await fromUuid(uuid)
const roll = await targetActor.rollAbilitySave('wis')
const itemOrigin = await fromUuid(lastArg.origin)
const DC = itemOrigin.getRollData().item.save.dc //I think this works, otherwise define it to what you want.
if (roll.total < DC) await game.dfreds.effectInterface.addEffect({effectName: 'Charmed', uuid, origin})
}

#

@hybrid heart 👆

violet meadow
#

So it sets it to the rollOptions.versatile, which in the case of just rolling an item is false anyways ? 🤔

hybrid heart
violet meadow
# hybrid heart Thanks!

Dont thank me yet. Try it out cause I am going from memory more or less and haven't tested it

violet meadow
#

oops split sec. spotted a mistake

hybrid heart
#

total?

#

It works BTW post two turns, pops up a wisdom save and applies charmed as intended.

violet meadow
#

So now it should probably get the original item's DC to save against

#

edited...

hybrid heart
#

One last question though, any way to make it trigger at the beginning of the target's turn?

#

Or wait, is it already setup that way?

violet meadow
#

Hmm now that is an issue. This will go off as soon as the effect vanishes from the target

#

That means when the duration of the original effect expires

hybrid heart
#

Yup. But no matter, it's more for convenience than anything. That can be easily tracked manually.

chrome gale
#

as a separate question (that at least may have an easier answer):
Is there a way to have multiple damage types in one damage field?
eg. 1d8[slashing] + 1d8[fire]

violet meadow
#

yes afaik

chrome gale
#

(this doesn't work, I've tried)

violet meadow
#

In which case does it not work?

chrome gale
#

that specific line I wrote there

violet meadow
#

as versatile for example?

chrome gale
#

does... 2d8 I think? I'll have to check

#

but it's all done as fire, it seems to only use the final damage type

#

It says slashing in the box, but the target was only immune to fire, and it took zero damage, so it treated the whole attack as fire

violet meadow
#

Yeah main damage should be one per type

#

Versatile and Other formula your line works

chrome gale
#

it does the same thing, makes it all fire

violet meadow
# chrome gale it does the same thing, makes it all fire

I have not been using versatile damage that much to be honest 😄

It might just change the roll formula and gets the damageType of the main damage formula 🤷
It might be more of a system thing, but you can ask tposney about that if you make an issue.

Other Formula that I am usually using, works alright though 😅

chrome gale
#

other does the same

violet meadow
#

Immune to Acid damage (versatile) and Cold (other)

chrome gale
#

I can split the damage, eg. slashing in normal and fire in other. That works. But that doesn't help me in this case haha

#

ahh so it does work in other, but not in normal or versatile

#

in which case I'd still need to create two separate weapon items anyway, so it doesnt really fix anything. Wasn't a big deal, was just trying to streamline my items a bit

chrome gale
violet meadow
#

The versatile will change the first one only Piercing

chrome gale
#

ohh... you know that should have been obvious, but it never occured to me to try adding more damage lines lol, I'm so used to only having one

violet meadow
chrome gale
#

I appreciate you looking into the isVersatile one. These activation conditions seem very useful, especially now I know they can be used to selectively activate DAE effects too. Could come up with some cool custom magic items with them

sturdy knot
violet meadow
violet meadow
#

Got them mixed up

sturdy knot
#

I can make a Custom Convenient Effect though 🙂

violet meadow
#

I don't remember the API call for adding an effect in CUB, but you can probably find it by searching the discord.
Otherwise the DFreds should be working 🤷

sturdy knot
#

Yea I just made a CE, thank you so much! Last question: Is there a way to hide the status icon of the aura (but not of the CE)?

violet meadow
#

Get rid of the auras icon

chrome gale
violet meadow
gilded yacht
# violet meadow `isNormal` isnt available. I will test a bit more the `workflow.isVersatile`. ...

Interesting question. It appears it is never set to true. Generally there are two/three versions of each roll flag thing (i.e. advantage, versatile, critical). The workfkow.isCritical (etc), which is set by midi when doing flags processing, workflow.rollOptions.isCritical set by keyboard/item.rollDamage(options) and workflow.workflowOptions, set internally or via completeItemRoll.

When a roll is done (attack/damage) the 3 sources are (more or less) merged together. Arguably there really should be just one, but the complication is when you re-roll attacks/damage via the chat card keeping track can be complicated

It's all probably a candidate for a rewrite.

gilded yacht
spring dove
#

Why am I not getting a damage roll from this breath weapon after I have the affected actor roll a save?

raven holly
#

It looks like the dragon is targeted, not the selected actor?

spring dove
#

It wasn't when I rolled, sorry. That was just me clicking him for vision for the screenshot

violet meadow
gilded yacht
gilded yacht
violet meadow
chrome gale
gilded yacht
pallid moth
#

I am having an issue with midiqol where the shield spell is cast and isn't functioning to add to ac, or lasting only one turn in combat. It last for a couple seconds but the effect is never activated. I check in the settings for the spell effects and duration and it all seems fine to me (at defualt). Still on V9 of foundry

spice kraken
#

Get the module Times Up

chrome gale
# gilded yacht That's a bug - will have a look

turned out I could get 90% of that particular problem solved just by adding multiple 'damage' lines (forgot that was even an option lol). However I can't do that for versatile, so having it in-line would be handy still. Especially without the isVersatile condition working. It mostly is so I can have one single weapon on the character, instead of the same weapon duplicated for the different attacks

pallid moth
#

I have it times up

#

and enabled

spring dove
#

Followup if you're still here:

#

is there a way for midi to remove the template for an instantaneous effect like dragonbreath after people have rolled their saves/taken damage?

pallid moth
#

Also having an issue where spell measured templates not dissapearing

spring dove
#

and, tangentially, is there a way for midi to display a tile or animation when the template is placed? Much cooler to have a little lightning bolt instead of the boring blue box

#

I'm in v10

violet meadow
#

Workflow Tab should have that checkbox

violet meadow
spring dove
#

That checkbox is ticked

pallid moth
#

v9

violet meadow
violet meadow
pallid moth
#

thanks ill give that a shot

gilded yacht
spring dove
#

Ah, prefect

gilded yacht
spring dove
#

I'm checking out that stuff now

pallid moth
#

maybe I have something wrong selected in settings, I can manually add the active effect for shield and it last 1 turn, but if I cast the spell itself the animation even with times up installed and enabled expires in real time, and the spell effect and never added

#

or enabled I should say

#

is there a setting to enable an effect rather than add it on spell cast?

violet meadow
#

Are you in combat?

pallid moth
#

yes

#

game is unpaused

#

in combat

#

on characters turn

violet meadow
#

Simple Calendar?

pallid moth
#

I have it

violet meadow
#

In the second screenshot make sure that the last option is checked, Unify Clock...

pallid moth
#

all checked

#

if I manually add the effects, from the side bar they work correctly

#

shield will only last one turn

#

but, if I cast the spell, the effect is not enabled from disabled, and if I remove it, it is not added.

#

Actually let me open the console, maybe they are not being read as the same object

#

Yeah there is a syntax error for things that add effects.

violet meadow
#

interesting. Do you have a screenshot?

pallid moth
#

yeah, then again, this could be a totally different issue

#

one sec

violet meadow
#

Right, what is the AE?

pallid moth
#

that is right after after casting shield

violet meadow
#

the DAE fields

pallid moth
#

i don't know what you mean sorry

#

the name of the effect?

violet meadow
#

You have a Shield spell on the character right?

pallid moth
#

correct

violet meadow
#

Does that spell have any Active Effect on it?

pallid moth
#

attribute ac add 5

#

in the dae settings

violet meadow
#

Alright a screenshot of that?

pallid moth
#

yep

#

that's the spell, and it adds to effects the shield effect, but in a disabled state

violet meadow
#

Right. Click the edit button (next to the trashcan icon).
In the 1st tab, uncheck the Transfer to actor on Item Equip and the Effect suspended too

#

Check the Apply to self when used or something like that

#

And also make it a +5 instead of just 5. Doing that in active effects will save you some troubleshooting

pallid moth
#

that totally worked, thanks a ton!

violet meadow
#

The SRD spells are not made with MidiQOL in mind

pallid moth
#

beyond spells?

violet meadow
#

DFreds CE module has many effects and conditions mapped out already and can be used alongside MidiQOL's automation

violet meadow
# pallid moth beyond spells?

Not sure as I am not using the importer, but I think Mr. Primate is doing some magic to make it work, but you need to have the proper settings and I cannot help with that

pallid moth
#

that's alright, but thanks again, I really appreciate it

violet meadow
#

You're welcome 👍

novel gale
pallid moth
#

I haven't imported any yet, was just asking

#

the srd had the incorrect settings

#

has the mod been updated for v10?

violet meadow
#

Which mod do you mean?

pallid moth
#

midiqol

violet meadow
#

Yes it has

#

All of tposney's modules have

#

There are some issues that will pop up now and then though, be warned 😄

pallid moth
#

got it

violet meadow
#

I haven't migrated my campaign world to v10 yet. I am testing things out still

pallid moth
#

I haven't either since I use token attacher so much

sick zinc
#

Yeah. I stood up a local instance of v10 and started my testing that way. Have a spreadsheet with my modules and if need then anymore or such. Like I probably am fine with the built in pings functionality now so probably drop that module. Of course midiqol and dae amongst others are required for me :D. I come from FGU originally.

gilded yacht
#

Someone asked about how to manage things like saving throws against grapple, or others where the player can choose to make a saving throw on their turn to remove a condition. Midi has a form of support for that, so I thought I'd attach the reply here in case others aren't sure how to do it. This is v10 only!

Set grapple to have an overtime effect, actionSave=true, saveAbility=str|dex and saveDC=whatever.
Midi won't do anything with the overtime effect, but if the player rolls a str or dex save on their turn (has to be in combat) midi will check the result against the save dc and remove the condition if it succeeds.
The save/failed save messages are generated by midi automatically.
I felt like this was a cleaner way to do these sorts of saves and the player can choose which save to use, rather than popping up a dialog on their turn.

gilded yacht
spice kraken
#

is actionSave a v10 only thing?

#

I don't see it on the readme

gilded yacht
# spice kraken is actionSave a v10 only thing?

Yes it's a v10 thing and it's in the v10 readme (which is not the one on the front page of the gitlab). Sometime soon, I'll switch the default branch to v10 and stop making any changes to v9 and then it will appear automagically. Any way if you switch to the v10 branch on gitlab you'll be able to see the v10 readme.

#

Or if you look at the readme in the module folder you will be able to see it

spice kraken
#

Ah, makes sense. I don't plan on switching from v9 anytime soon

#

But I got a module that adds a fail option in lmrtfy so I just do turn end and have players purposefully fail the check if they don't use an action to escape (fail is treated as -1)

gilded yacht
#

There are some very nice features in v10, the whole vision/detection changes plus the new journals are really good. But I understand the hesitancy.

spice kraken
#

Yeah, I have enough modules that would break and don't wanna deal with that in the middle of the campaign. Notes wise we use OneNote anyways and a lot of things are theater of the mind till combat starts and for us the v9 vision is enough. Plus with that fail lmrtfy module I have everything I need in terms of automation

gilded yacht
#

My players are used to being guinea pigs - it's a good way to test that my modules work.

chrome gale
neat herald
#

@violet meadow deleting all effects won't fix the problem 😦

median fog
#

Is there a way to change the range checks to be from the edge of the attacker's token to the center of the target's, rather than center-to-center?

spring dove
#

yeah that's super disorienting, having to set a melee weapon's range for a huge creature to 15ft

novel gale
spring dove
novel gale
#

That is an area of effect. They work differently

spring dove
#

Dragon is a large token. he can't attack the firbolg because it's further than 10 away. I've overlaid a 10ft radius just for reference, bud.

median fog
#

Seems to be center-to-edge

spring dove
#

But according to measuring from edge of dragon's token to edge of firgbolg, he should be 5ft away

novel gale
#

Is there a grid on that map? There shouldn’t be any decimal places on a grid

spring dove
#

We're gridless but the result is the same. Point being, when I set this dragon's attack to 5ft, as it should be, the dragon's token has to literally be overlapping the target for the attack to work.

#

If I set dragon's range to 5, and the firbolg is 5ft away, it says it's too far.

#

in reality, the firbold is less than 1ft away, and for mechanical positioning, it is 0ft

#

Again, the radius circle is just for reference

novel gale
#

That’s a side effect of no grid. There’s no “outside “ of a grid less token.

#

Just a centre and a picture. But it doesn’t know how big the picture is

spring dove
#

I don't think so. If I nudge the firbold ever so slightly to toward the dragon, the attack goes off. If I set the dragon's range to further than 5ft, like say, 10ft, the attack goes off.

#

It's very clearly measuring from center of the dragon to edge(ish?) of the firbolg

median fog
#

this What seems to be happening is it's doing a center-to-edge check rather than edge-to-edge or edge-to-center

#

resulting in larger creatures having wonky range

#

actually, on normal-sized creatures, it feels more like center-to-center, weirdly

#

so i have no idea what it's doing

spring dove
#

yeah we just did some measurements. Two medium characters, it's clearly center-to-center. But a large attacking a medium, it's center-to-just-past-edge

median fog
#

the normal-sized token is just barely in range of the dragon here

novel gale
#

Yeah. It is a side effect of the way Foundry does gridless. It has to use centre to centre. But I believe it does math to remove the extra distance off of the range check

spring dove
#

But that's not center-to-center

#

here, two medium creatures

median fog
#

the warforged is still out of range here though

#

that one does definitely feel like center-to-center, but the first one (with the dragon) doesn't at all

novel gale
#

yeah. Range finding doesn't work well without a grid. It works perfectly with one though

spring dove
#

Too bad grids are for nerds

median fog
#

interesting

novel gale
#

most of the code is designed around grids

spring dove
#

gridless combat is superior

#

and I refuse to go back

median fog
#

not the end of the world, we can compensate for the large creature's range

novel gale
#

I'm not sure what benefit you get from going gridless, to be fair

spring dove
#

Yeah it's not that I can't compensate, just wondered if there was a setting to change how targets find one another

keen lodge
#

when i try to install Midi SRD i get "Installation failed: Could not fetch Package"

novel gale
#

They're is not currently a setting for that

keen lodge
#

yes, is that to be expected?

novel gale
spring dove
#

@novel gale we figured it out. When gridless, the range checker still uses the grid to find ranges. So if a creature is standing on a grid intersection (were the grid on) it measures range in an unintended way.

#

Counting your token as being in two squares at once for range checking, for example.

keen lodge
#

SO I'm trying to set up a move that forces a save at the end of each turn using Midi/DAE.

#

and its doing a weird thing. When I have the active effect on the character, it kind of works where it lets us know they're affected in the chat when their turn comes up, but then the combat tracker buttons freeze up

spice kraken
#

v10?

keen lodge
#

yea

spice kraken
#

And can you show the overtime effect?

keen lodge
#

screenshot of all my beautiful boxes

#
label=Grabbed!,
saveDC=14,
saveAbility=Str```
#

i just reverse engineered this from the baileywiki video

#

i have no idea what im doing cuz i cant install midi srd

#

to steal from

spice kraken
#

try "Grabbed!", and str

keen lodge
#

same behaviour

#

it works up until i start combat and go to Vilas' turn, then i cant advance the turn tracker anymore

spice kraken
#

well overtime effects should be applied in combat

keen lodge
#

i can reverse to the beginning

#

yeah but even then

#

i checked that

spice kraken
#

It works for me on v9 so could be a v10 issue

keen lodge
#
[Detected 2 packages: system:dnd5e, midi-qol]
    at Item5e.getSaveDC (item.mjs:533)
    at Workflow.checkSaves (workflow.js:1959)
    at Workflow._next (workflow.js:607)
    at async Workflow.next (workflow.js:267)
    at async Workflow.next (workflow.js:267)
    at async Workflow.next (workflow.js:267)
    at async Workflow.next (workflow.js:267)
    at async Workflow.next (workflow.js:267)
    at async Workflow.next (workflow.js:267)
    at async Workflow.next (workflow.js:267)```
#

error message upon trying to advance turn

spice kraken
#

probably an issue with v10 midi. Someone else can confirm

vagrant wharf
#

when are the item macro midi spells going to work again

novel gale
warped sand
#

How does one automate crit immunity? IE, something converts critical damage to normal damage. Adamantine armor, etc. I'm not sure which effect to use on the feature I'm trying to add in, if any.

chrome gale
#

I think might be the one you're after

#

There's other options than 'all' if you only want crits to fail on weapon attacks etc

warped sand
#

PRetty much all crits, yeah

#

and how's it work, override with 1?

chrome gale
#

I don't know if this will work as armour, or if it will only work if the -attacker- has that effect on them, but worth a try

#

um... yeh you'd want override 1 I think

#

or custom 1

#

I think either way it makes it 1 = true

warped sand
#

WOrks for me. otherwise I'll just tell the player and they'll click normal damage if it doesn't work out. Thanks!

chrome gale
#

give it a try, hopefully it'll work 🙂

gilded yacht
#

Just going through my game migration to v10. One piece of advice (which I've not seen elsewhere). After installing the upgrade to foundry and updating dnd5e, start your world with all modules disabled (safe mode) when first bringing up the world, this gives the foundry/dnd5e migration code the best chance to work correctly. I've had too many cases where lots of actors were broken because some module did not deal with the data in the intermediate stage of being migrated (mine included). So far pretty good.
Notable problems, Active Token Effects does not work yet. Active Auras which is not marked as compatible seems to be working ok. Icon migration worked well. Not all vision modes were set correctly (I think), but a little hand editing seems to fix that.

lament quest
#

G'day! Was pointed here to ask if there was a more in depth "hey, what does this button do?" kinda manual / wiki / etc. for MidiQoL besides the outdated version on github (which can still get technical) or the Bailywiki vids that came out a few months back? I mean, anything that explains all the settings to non-technical folk like me? @gilded yacht